1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/state.qh"
28 #include "../common/triggers/teleporters.qh"
30 #include "../common/vehicles/all.qh"
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
35 #include "../common/net_notice.qh"
36 #include "../common/physics/player.qh"
38 #include "../common/items/all.qc"
40 #include "../common/mutators/mutator/waypoints/all.qh"
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
46 #include "../common/minigames/sv_minigames.qh"
48 #include "../common/items/inventory.qh"
50 #include "../common/monsters/sv_monsters.qh"
52 #include "../lib/warpzone/server.qh"
55 void send_CSQC_teamnagger() {
56 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 bool ClientData_Send(entity this, entity to, int sf)
61 assert(to == this.owner, return false);
64 if (IS_SPEC(e)) e = e.enemy;
67 if (e.race_completed) sf |= 1; // forced scoreboard
68 if (to.spectatee_status) sf |= 2; // spectator ent number follows
69 if (e.zoomstate) sf |= 4; // zoomed
70 if (e.porto_v_angle_held) sf |= 8; // angles held
72 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
73 WriteByte(MSG_ENTITY, sf);
77 WriteByte(MSG_ENTITY, to.spectatee_status);
81 WriteAngle(MSG_ENTITY, e.v_angle.x);
82 WriteAngle(MSG_ENTITY, e.v_angle.y);
87 void ClientData_Attach(entity this)
89 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
90 make_pure(this.clientdata);
91 self.clientdata.drawonlytoclient = this;
92 self.clientdata.owner = this;
95 void ClientData_Detach(entity this)
97 remove(this.clientdata);
98 self.clientdata = NULL;
101 void ClientData_Touch(entity e)
103 e.clientdata.SendFlags = 1;
105 // make it spectatable
107 FOR_EACH_REALCLIENT(e2)
112 e2.clientdata.SendFlags = 1;
116 .string netname_previous;
118 void SetSpectatee(entity player, entity spectatee);
125 Checks if the argument string can be a valid playermodel.
126 Returns a valid one in doubt.
129 string FallbackPlayerModel;
130 string CheckPlayerModel(string plyermodel) {
131 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
133 // note: we cannot summon Don Strunzone here, some player may
134 // still have the model string set. In case anyone manages how
135 // to change a cvar default, we'll have a small leak here.
136 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
138 // only in right path
139 if( substring(plyermodel,0,14) != "models/player/")
140 return FallbackPlayerModel;
141 // only good file extensions
142 if(substring(plyermodel,-4,4) != ".zym")
143 if(substring(plyermodel,-4,4) != ".dpm")
144 if(substring(plyermodel,-4,4) != ".iqm")
145 if(substring(plyermodel,-4,4) != ".md3")
146 if(substring(plyermodel,-4,4) != ".psk")
147 return FallbackPlayerModel;
148 // forbid the LOD models
149 if(substring(plyermodel, -9,5) == "_lod1")
150 return FallbackPlayerModel;
151 if(substring(plyermodel, -9,5) == "_lod2")
152 return FallbackPlayerModel;
153 if(plyermodel != strtolower(plyermodel))
154 return FallbackPlayerModel;
155 // also, restrict to server models
156 if(autocvar_sv_servermodelsonly)
158 if(!fexists(plyermodel))
159 return FallbackPlayerModel;
164 void setplayermodel(entity e, string modelname)
166 precache_model(modelname);
167 _setmodel(e, modelname);
168 player_setupanimsformodel();
175 putting a client as observer in the server
178 void FixPlayermodel(entity player);
179 void PutObserverInServer()
182 PlayerState_detach(this);
184 self.hud = HUD_NORMAL;
186 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
188 spot = SelectSpawnPoint (true);
190 error("No spawnpoints for observers?!?\n");
191 RemoveGrapplingHook(self); // Wazat's Grappling Hook
193 if(IS_REAL_CLIENT(self))
196 WriteByte(MSG_ONE, SVC_SETVIEW);
197 WriteEntity(MSG_ONE, self);
200 self.frags = FRAGS_SPECTATOR;
201 self.bot_attack = false;
203 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
205 Portal_ClearAll(self);
212 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
217 vehicles_exit(VHEF_RELEASE);
219 WaypointSprite_PlayerDead();
221 if(!mutator_returnvalue) // mutator prevents resetting teams
222 self.team = -1; // move this as it is needed to log the player spectating in eventlog
224 if(self.killcount != FRAGS_SPECTATOR)
226 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
227 if(!intermission_running)
228 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
229 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
231 if(self.just_joined == false) {
232 LogTeamchange(self.playerid, -1, 4);
234 self.just_joined = false;
237 PlayerScore_Clear(self); // clear scores when needed
239 accuracy_resend(self);
241 self.spectatortime = time;
243 self.classname = STR_OBSERVER;
244 self.iscreature = false;
245 self.teleportable = TELEPORT_SIMPLE;
246 self.damagedbycontents = false;
247 self.health = FRAGS_SPECTATOR;
248 self.takedamage = DAMAGE_NO;
249 self.solid = SOLID_NOT;
250 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
251 self.flags = FL_CLIENT | FL_NOTARGET;
252 self.armorvalue = 666;
254 self.armorvalue = autocvar_g_balance_armor_start;
255 self.pauserotarmor_finished = 0;
256 self.pauserothealth_finished = 0;
257 self.pauseregen_finished = 0;
258 self.damageforcescale = 0;
260 self.respawn_flags = 0;
261 self.respawn_time = 0;
262 self.stat_respawn_time = 0;
267 self.pain_finished = 0;
268 self.strength_finished = 0;
269 self.invincible_finished = 0;
270 self.superweapons_finished = 0;
273 self.think = func_null;
276 self.deadflag = DEAD_NO;
277 self.angles = spot.angles;
279 self.fixangle = true;
281 self.revival_time = 0;
283 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
284 self.prevorigin = self.origin;
286 self.weapons = '0 0 0';
288 FixPlayermodel(self);
289 setmodel(self, MDL_Null);
290 self.drawonlytoclient = self;
292 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
293 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
295 PS(self).m_weapon = WEP_Null;
296 self.weaponname = "";
297 PS(self).m_switchingweapon = WEP_Null;
298 self.weaponmodel = "";
299 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
301 self.weaponentities[slot] = NULL;
303 self.exteriorweaponentity = world;
304 self.killcount = FRAGS_SPECTATOR;
305 self.velocity = '0 0 0';
306 self.avelocity = '0 0 0';
307 self.punchangle = '0 0 0';
308 self.punchvector = '0 0 0';
309 self.oldvelocity = self.velocity;
310 self.fire_endtime = -1;
311 self.event_damage = func_null;
314 int player_getspecies(entity this)
316 get_model_parameters(this.model, this.skin);
317 int s = get_model_parameters_species;
318 get_model_parameters(string_null, 0);
319 if (s < 0) return SPECIES_HUMAN;
323 .float model_randomizer;
324 void FixPlayermodel(entity player)
326 string defaultmodel = "";
328 if(autocvar_sv_defaultcharacter)
332 string s = Static_Team_ColorName_Lower(player.team);
335 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
336 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
340 if(defaultmodel == "")
342 defaultmodel = autocvar_sv_defaultplayermodel;
343 defaultskin = autocvar_sv_defaultplayerskin;
346 int n = tokenize_console(defaultmodel);
349 defaultmodel = argv(floor(n * player.model_randomizer));
350 // However, do NOT randomize if the player-selected model is in the list.
351 for (int i = 0; i < n; ++i)
352 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
353 defaultmodel = argv(i);
356 int i = strstrofs(defaultmodel, ":", 0);
359 defaultskin = stof(substring(defaultmodel, i+1, -1));
360 defaultmodel = substring(defaultmodel, 0, i);
363 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
364 defaultmodel = ret_string;
365 defaultskin = ret_int;
369 if(defaultmodel != "")
371 if (defaultmodel != player.model)
373 vector m1 = player.mins;
374 vector m2 = player.maxs;
375 setplayermodel (player, defaultmodel);
376 setsize (player, m1, m2);
380 oldskin = player.skin;
381 player.skin = defaultskin;
383 if (player.playermodel != player.model || player.playermodel == "")
385 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
386 vector m1 = player.mins;
387 vector m2 = player.maxs;
388 setplayermodel (player, player.playermodel);
389 setsize (player, m1, m2);
393 oldskin = player.skin;
394 player.skin = stof(player.playerskin);
397 if(chmdl || oldskin != player.skin) // model or skin has changed
399 player.species = player_getspecies(player); // update species
403 if(strlen(autocvar_sv_defaultplayercolors))
404 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
405 setcolor(player, stof(autocvar_sv_defaultplayercolors));
409 /** Called when a client spawns in the server */
410 void PutClientInServer()
413 if (IS_BOT_CLIENT(this)) {
414 this.classname = STR_PLAYER;
415 } else if (IS_REAL_CLIENT(this)) {
417 WriteByte(MSG_ONE, SVC_SETVIEW);
418 WriteEntity(MSG_ONE, this);
421 this.classname = STR_OBSERVER;
424 SetSpectatee(this, NULL);
429 MUTATOR_CALLHOOK(PutClientInServer, this);
431 if (IS_OBSERVER(this)) {
432 PutObserverInServer();
433 } else if (IS_PLAYER(this)) {
434 PlayerState_attach(this);
435 accuracy_resend(this);
438 JoinBestTeam(this, false, true);
440 entity spot = SelectSpawnPoint(false);
442 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
443 return; // spawn failed
446 this.classname = STR_PLAYER;
447 this.wasplayer = true;
448 this.iscreature = true;
449 this.teleportable = TELEPORT_NORMAL;
450 this.damagedbycontents = true;
451 this.movetype = MOVETYPE_WALK;
452 this.solid = SOLID_SLIDEBOX;
453 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
454 if (autocvar_g_playerclip_collisions)
455 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
456 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
457 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
458 this.frags = FRAGS_PLAYER;
459 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
460 this.flags = FL_CLIENT | FL_PICKUPITEMS;
461 if (autocvar__notarget)
462 this.flags |= FL_NOTARGET;
463 this.takedamage = DAMAGE_AIM;
464 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
468 this.ammo_shells = warmup_start_ammo_shells;
469 this.ammo_nails = warmup_start_ammo_nails;
470 this.ammo_rockets = warmup_start_ammo_rockets;
471 this.ammo_cells = warmup_start_ammo_cells;
472 this.ammo_plasma = warmup_start_ammo_plasma;
473 this.ammo_fuel = warmup_start_ammo_fuel;
474 this.health = warmup_start_health;
475 this.armorvalue = warmup_start_armorvalue;
476 this.weapons = WARMUP_START_WEAPONS;
478 this.ammo_shells = start_ammo_shells;
479 this.ammo_nails = start_ammo_nails;
480 this.ammo_rockets = start_ammo_rockets;
481 this.ammo_cells = start_ammo_cells;
482 this.ammo_plasma = start_ammo_plasma;
483 this.ammo_fuel = start_ammo_fuel;
484 this.health = start_health;
485 this.armorvalue = start_armorvalue;
486 this.weapons = start_weapons;
489 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
491 this.items = start_items;
493 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
494 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
495 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
496 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
497 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
498 // extend the pause of rotting if client was reset at the beginning of the countdown
499 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
500 float f = game_starttime - time;
501 this.spawnshieldtime += f;
502 this.pauserotarmor_finished += f;
503 this.pauserothealth_finished += f;
504 this.pauseregen_finished += f;
506 this.damageforcescale = 2;
508 this.respawn_flags = 0;
509 this.respawn_time = 0;
510 this.stat_respawn_time = 0;
511 this.scale = autocvar_sv_player_scale;
514 this.pain_finished = 0;
516 this.think = func_null; // players have no think function
519 this.ballistics_density = autocvar_g_ballistics_density_player;
521 this.deadflag = DEAD_NO;
523 this.angles = spot.angles;
524 this.angles_z = 0; // never spawn tilted even if the spot says to
525 if (IS_BOT_CLIENT(this))
526 this.v_angle = this.angles;
527 this.fixangle = true; // turn this way immediately
528 this.oldvelocity = this.velocity = '0 0 0';
529 this.avelocity = '0 0 0';
530 this.punchangle = '0 0 0';
531 this.punchvector = '0 0 0';
533 this.strength_finished = 0;
534 this.invincible_finished = 0;
535 this.fire_endtime = -1;
536 this.revival_time = 0;
537 this.air_finished = time + 12;
539 entity spawnevent = new(spawnevent);
540 make_pure(spawnevent);
541 spawnevent.owner = this;
542 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
544 // Cut off any still running player sounds.
545 stopsound(this, CH_PLAYER_SINGLE);
548 FixPlayermodel(this);
549 this.drawonlytoclient = NULL;
552 this.view_ofs = PL_VIEW_OFS;
553 setsize(this, PL_MIN, PL_MAX);
554 this.spawnorigin = spot.origin;
555 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
556 // don't reset back to last position, even if new position is stuck in solid
557 this.oldorigin = this.origin;
558 this.prevorigin = this.origin;
559 this.lastteleporttime = time; // prevent insane speeds due to changing origin
560 this.hud = HUD_NORMAL;
562 this.event_damage = PlayerDamage;
564 this.bot_attack = true;
565 this.monster_attack = true;
567 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
569 if (this.killcount == FRAGS_SPECTATOR) {
570 PlayerScore_Clear(this);
574 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
576 CL_SpawnWeaponentity(this, weaponentities[slot]);
578 this.alpha = default_player_alpha;
579 this.colormod = '1 1 1' * autocvar_g_player_brightness;
580 this.exteriorweaponentity.alpha = default_weapon_alpha;
582 this.speedrunning = false;
584 target_voicescript_clear(this);
586 // reset fields the weapons may use
587 FOREACH(Weapons, true, LAMBDA(
588 it.wr_resetplayer(it);
589 // reload all reloadable weapons
590 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
591 this.weapon_load[it.m_id] = it.reloading_ammo;
596 string s = spot.target;
597 spot.target = string_null;
598 WITH(entity, activator, this, LAMBDA(
599 WITH(entity, self, spot, SUB_UseTargets())
606 MUTATOR_CALLHOOK(PlayerSpawn, spot);
608 if (autocvar_spawn_debug)
610 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
611 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
614 PS(this).m_switchweapon = w_getbestweapon(this);
615 this.cnt = -1; // W_LastWeapon will not complain
616 PS(this).m_weapon = WEP_Null;
617 this.weaponname = "";
618 PS(this).m_switchingweapon = WEP_Null;
620 if (!warmup_stage && !this.alivetime)
621 this.alivetime = time;
627 void ClientInit_misc();
629 .float ebouncefactor, ebouncestop; // electro's values
630 // TODO do we need all these fields, or should we stop autodetecting runtime
631 // changes and just have a console command to update this?
632 bool ClientInit_SendEntity(entity this, entity to, int sf)
634 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
637 // MSG_INIT replacement
638 // TODO: make easier to use
640 W_PROP_reload(MSG_ONE, to);
642 MUTATOR_CALLHOOK(Ent_Init);
644 void ClientInit_misc()
646 int channel = MSG_ONE;
647 WriteHeader(channel, ENT_CLIENT_INIT);
648 WriteByte(channel, g_nexball_meter_period * 32);
649 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
650 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
651 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
652 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
653 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
654 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
655 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
656 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
658 if(sv_foginterval && world.fog != "")
659 WriteString(channel, world.fog);
661 WriteString(channel, "");
662 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
663 WriteByte(channel, serverflags); // client has to know if it should zoom or not
664 WriteCoord(channel, autocvar_g_trueaim_minrange);
667 void ClientInit_CheckUpdate()
669 self.nextthink = time;
670 if(self.count != autocvar_g_balance_armor_blockpercent)
672 self.count = autocvar_g_balance_armor_blockpercent;
677 void ClientInit_Spawn()
680 entity e = new(clientinit);
682 e.think = ClientInit_CheckUpdate;
683 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
685 WITH(entity, self, e, ClientInit_CheckUpdate());
695 // initialize parms for a new player
696 parm1 = -(86400 * 366);
698 MUTATOR_CALLHOOK(SetNewParms);
706 void SetChangeParms ()
708 // save parms for level change
709 parm1 = self.parm_idlesince - time;
711 MUTATOR_CALLHOOK(SetChangeParms);
719 void DecodeLevelParms(entity this)
722 this.parm_idlesince = parm1;
723 if (this.parm_idlesince == -(86400 * 366))
724 this.parm_idlesince = time;
726 // whatever happens, allow 60 seconds of idling directly after connect for map loading
727 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
729 MUTATOR_CALLHOOK(DecodeLevelParms);
736 Called when a client types 'kill' in the console
740 .float clientkill_nexttime;
741 void ClientKill_Now_TeamChange()
743 if(self.killindicator_teamchange == -1)
745 JoinBestTeam( self, false, true );
747 else if(self.killindicator_teamchange == -2)
750 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
751 PutObserverInServer();
754 SV_ChangeTeam(self.killindicator_teamchange - 1);
755 self.killindicator_teamchange = 0;
758 void ClientKill_Now()
762 vehicles_exit(VHEF_RELEASE);
763 if(!self.killindicator_teamchange)
765 self.vehicle_health = -1;
766 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
770 if(self.killindicator && !wasfreed(self.killindicator))
771 remove(self.killindicator);
773 self.killindicator = world;
775 if(self.killindicator_teamchange)
776 ClientKill_Now_TeamChange();
779 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
781 // now I am sure the player IS dead
783 void KillIndicator_Think()
787 self.owner.killindicator = world;
792 if (self.owner.alpha < 0 && !self.owner.vehicle)
794 self.owner.killindicator = world;
801 WITH(entity, self, self.owner, ClientKill_Now());
804 else if(g_cts && self.health == 1) // health == 1 means that it's silent
806 self.nextthink = time + 1;
812 setmodel(self, MDL_NUM(self.cnt));
813 if(IS_REAL_CLIENT(self.owner))
816 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
818 self.nextthink = time + 1;
823 float clientkilltime;
824 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
833 killtime = autocvar_g_balance_kill_delay;
835 if(g_race_qualifying || g_cts)
838 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
841 self.killindicator_teamchange = targetteam;
843 if(!self.killindicator)
845 if(self.deadflag == DEAD_NO)
847 killtime = max(killtime, self.clientkill_nexttime - time);
848 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
851 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
857 starttime = max(time, clientkilltime);
859 self.killindicator = spawn();
860 self.killindicator.owner = self;
861 self.killindicator.scale = 0.5;
862 setattachment(self.killindicator, self, "");
863 setorigin(self.killindicator, '0 0 52');
864 self.killindicator.think = KillIndicator_Think;
865 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
866 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
867 self.killindicator.cnt = ceil(killtime);
868 self.killindicator.count = bound(0, ceil(killtime), 10);
869 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
871 for(e = world; (e = find(e, classname, "body")) != world; )
875 e.killindicator = spawn();
876 e.killindicator.owner = e;
877 e.killindicator.scale = 0.5;
878 setattachment(e.killindicator, e, "");
879 setorigin(e.killindicator, '0 0 52');
880 e.killindicator.think = KillIndicator_Think;
881 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
882 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
883 e.killindicator.cnt = ceil(killtime);
888 if(self.killindicator)
890 if(targetteam == 0) // just die
892 self.killindicator.colormod = '0 0 0';
893 if(IS_REAL_CLIENT(self))
894 if(self.killindicator.cnt > 0)
895 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
897 else if(targetteam == -1) // auto
899 self.killindicator.colormod = '0 1 0';
900 if(IS_REAL_CLIENT(self))
901 if(self.killindicator.cnt > 0)
902 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
904 else if(targetteam == -2) // spectate
906 self.killindicator.colormod = '0.5 0.5 0.5';
907 if(IS_REAL_CLIENT(self))
908 if(self.killindicator.cnt > 0)
909 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
913 self.killindicator.colormod = Team_ColorRGB(targetteam);
914 if(IS_REAL_CLIENT(self))
915 if(self.killindicator.cnt > 0)
916 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
925 if(self.player_blocked) return;
926 if(self.frozen) return;
928 ClientKill_TeamChange(0);
931 void FixClientCvars(entity e)
933 // send prediction settings to the client
934 stuffcmd(e, "\nin_bindmap 0 0\n");
935 if(autocvar_g_antilag == 3) // client side hitscan
936 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
937 if(autocvar_sv_gentle)
938 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
940 MUTATOR_CALLHOOK(FixClientCvars, e);
943 float PlayerInIDList(entity p, string idlist)
948 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
952 // this function allows abbreviated player IDs too!
953 n = tokenize_console(idlist);
954 for(i = 0; i < n; ++i)
957 if(s == substring(p.crypto_idfp, 0, strlen(s)))
964 #ifdef DP_EXT_PRECONNECT
969 Called once (not at each match start) when a client begins a connection to the server
972 void ClientPreConnect ()
974 if(autocvar_sv_eventlog)
976 GameLogEcho(sprintf(":connect:%d:%d:%s",
979 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
989 Called when a client connects to the server
995 if (Ban_MaybeEnforceBanOnce(this)) return;
996 assert(!IS_CLIENT(this), return);
997 assert(player_count >= 0, player_count = 0);
998 this.classname = "player_joining";
999 this.flags = FL_CLIENT;
1002 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1004 this.version_nagtime = time + 10 + random() * 10;
1006 // TODO: xonstat elo.txt support, until then just 404s
1007 if (false && IS_REAL_CLIENT(this)) { PlayerStats_PlayerBasic_CheckUpdate(this); }
1009 ClientState_attach(this);
1010 // TODO: fold all of these into ClientState
1011 DecodeLevelParms(this);
1012 PlayerScore_Attach(this);
1013 ClientData_Attach(this);
1014 accuracy_init(this);
1015 Inventory_new(this);
1016 playerdemo_init(this);
1017 anticheat_init(this);
1019 W_HitPlotOpen(this);
1021 bot_clientconnect(this);
1023 // identify the right forced team
1024 if (autocvar_g_campaign)
1026 if (IS_REAL_CLIENT(this)) // only players, not bots
1028 switch (autocvar_g_campaign_forceteam)
1030 case 1: this.team_forced = NUM_TEAM_1; break;
1031 case 2: this.team_forced = NUM_TEAM_2; break;
1032 case 3: this.team_forced = NUM_TEAM_3; break;
1033 case 4: this.team_forced = NUM_TEAM_4; break;
1034 default: this.team_forced = 0;
1038 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1039 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1040 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1041 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1042 else switch (autocvar_g_forced_team_otherwise)
1044 default: this.team_forced = 0; break;
1045 case "red": this.team_forced = NUM_TEAM_1; break;
1046 case "blue": this.team_forced = NUM_TEAM_2; break;
1047 case "yellow": this.team_forced = NUM_TEAM_3; break;
1048 case "pink": this.team_forced = NUM_TEAM_4; break;
1051 this.team_forced = -1;
1054 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1056 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1058 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1059 this.classname = STR_OBSERVER;
1061 if (!teamplay || autocvar_g_balance_teams)
1063 this.classname = STR_PLAYER;
1064 campaign_bots_may_start = 1;
1068 this.classname = STR_OBSERVER; // do it anyway
1072 this.playerid = ++playerid_last;
1074 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1076 // always track bots, don't ask for cl_allow_uidtracking
1077 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1079 if (autocvar_sv_eventlog)
1080 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1082 LogTeamchange(this.playerid, this.team, 1);
1084 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1086 this.netname_previous = strzone(this.netname);
1088 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, (teamplay ? APP_TEAM_ENT_4(this, INFO_JOIN_CONNECT_TEAM_) : INFO_JOIN_CONNECT), this.netname);
1090 stuffcmd(this, clientstuff, "\n");
1091 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1093 FixClientCvars(this);
1096 stuffcmd(this, "alias +hook +button6\n");
1097 stuffcmd(this, "alias -hook -button6\n");
1100 stuffcmd(this, "alias +jetpack +button10\n");
1101 stuffcmd(this, "alias -jetpack -button10\n");
1103 // get version info from player
1104 stuffcmd(this, "cmd clientversion $gameversion\n");
1106 // get other cvars from player
1109 // notify about available teams
1112 CheckAllowedTeams(this);
1114 if (c1 >= 0) t |= BIT(0);
1115 if (c2 >= 0) t |= BIT(1);
1116 if (c3 >= 0) t |= BIT(2);
1117 if (c4 >= 0) t |= BIT(3);
1118 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1122 stuffcmd(this, "set _teams_available 0\n");
1125 bot_relinkplayerlist();
1127 this.spectatortime = time;
1128 if (blockSpectators)
1130 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1133 this.jointime = time;
1134 this.allowed_timeouts = autocvar_sv_timeout_number;
1136 if (IS_REAL_CLIENT(this))
1138 if (!autocvar_g_campaign)
1140 this.motd_actived_time = -1;
1141 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1144 if (g_weaponarena_weapons == WEPSET(TUBA))
1145 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1148 if (!sv_foginterval && world.fog != "")
1149 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1151 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1152 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1153 send_CSQC_teamnagger();
1155 CSQCMODEL_AUTOINIT(this);
1157 this.model_randomizer = random();
1159 if (IS_REAL_CLIENT(this))
1160 sv_notice_join(this);
1162 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1163 WITH(entity, self, it, it.init_for_player(it));
1166 MUTATOR_CALLHOOK(ClientConnect, this);
1172 Called when a client disconnects from the server
1175 .entity chatbubbleentity;
1177 void ClientDisconnect ()
1180 ClientState_detach(this);
1182 vehicles_exit(VHEF_RELEASE);
1184 if (!IS_CLIENT(self))
1186 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1190 PlayerStats_GameReport_FinalizePlayer(self);
1192 if ( self.active_minigame )
1193 part_minigame(self);
1195 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1197 CheatShutdownClient();
1199 W_HitPlotClose(self);
1202 anticheat_shutdown();
1204 playerdemo_shutdown();
1206 bot_clientdisconnect();
1210 if(autocvar_sv_eventlog)
1211 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1213 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1215 MUTATOR_CALLHOOK(ClientDisconnect);
1217 Portal_ClearAll(self);
1221 RemoveGrapplingHook(self);
1223 // Here, everything has been done that requires this player to be a client.
1225 self.flags &= ~FL_CLIENT;
1227 if (self.chatbubbleentity)
1228 remove (self.chatbubbleentity);
1230 if (self.killindicator)
1231 remove (self.killindicator);
1233 WaypointSprite_PlayerGone();
1235 bot_relinkplayerlist();
1237 accuracy_free(self);
1238 Inventory_delete(self);
1239 ClientData_Detach(this);
1240 PlayerScore_Detach(self);
1242 if(self.netname_previous)
1243 strunzone(self.netname_previous);
1244 if(self.clientstatus)
1245 strunzone(self.clientstatus);
1246 if(self.weaponorder_byimpulse)
1247 strunzone(self.weaponorder_byimpulse);
1250 remove(self.personal);
1260 void ChatBubbleThink()
1262 self.nextthink = time;
1263 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1265 if(self.owner) // but why can that ever be world?
1266 self.owner.chatbubbleentity = world;
1273 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1275 if ( self.owner.active_minigame )
1276 self.mdl = "models/sprites/minigame_busy.iqm";
1277 else if ( self.owner.BUTTON_CHAT )
1278 self.mdl = "models/misc/chatbubble.spr";
1281 if ( self.model != self.mdl )
1282 _setmodel(self, self.mdl);
1286 void UpdateChatBubble()
1290 // spawn a chatbubble entity if needed
1291 if (!self.chatbubbleentity)
1293 self.chatbubbleentity = new(chatbubbleentity);
1294 self.chatbubbleentity.owner = self;
1295 self.chatbubbleentity.exteriormodeltoclient = self;
1296 self.chatbubbleentity.think = ChatBubbleThink;
1297 self.chatbubbleentity.nextthink = time;
1298 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1299 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1300 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1301 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1302 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1303 //self.chatbubbleentity.model = "";
1304 self.chatbubbleentity.effects = EF_LOWPRECISION;
1309 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1310 // added to the model skins
1311 /*void UpdateColorModHack()
1314 c = self.clientcolors & 15;
1315 // LordHavoc: only bothering to support white, green, red, yellow, blue
1316 if (!teamplay) self.colormod = '0 0 0';
1317 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1318 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1319 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1320 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1321 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1322 else self.colormod = '1 1 1';
1327 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1329 self.solid = SOLID_NOT;
1330 self.takedamage = DAMAGE_NO;
1331 self.movetype = MOVETYPE_FLY;
1332 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1333 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1334 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1335 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1336 if(autocvar_g_respawn_ghosts_maxtime)
1337 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1342 self.effects |= EF_NODRAW; // prevent another CopyBody
1343 PutClientInServer();
1346 void play_countdown(float finished, string samp)
1348 if(IS_REAL_CLIENT(self))
1349 if(floor(finished - time - frametime) != floor(finished - time))
1350 if(finished - time < 6)
1351 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1354 void player_powerups ()
1356 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1357 int items_prev = self.items;
1359 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1360 self.modelflags |= MF_ROCKET;
1362 self.modelflags &= ~MF_ROCKET;
1364 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1366 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1369 Fire_ApplyDamage(self);
1370 Fire_ApplyEffect(self);
1374 if (self.items & ITEM_Strength.m_itemid)
1376 play_countdown(self.strength_finished, SND(POWEROFF));
1377 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1378 if (time > self.strength_finished)
1380 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1381 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1382 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1387 if (time < self.strength_finished)
1389 self.items = self.items | ITEM_Strength.m_itemid;
1390 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1391 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1394 if (self.items & ITEM_Shield.m_itemid)
1396 play_countdown(self.invincible_finished, SND(POWEROFF));
1397 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1398 if (time > self.invincible_finished)
1400 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1401 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1402 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1407 if (time < self.invincible_finished)
1409 self.items = self.items | ITEM_Shield.m_itemid;
1410 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1411 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1414 if (self.items & IT_SUPERWEAPON)
1416 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1418 self.superweapons_finished = 0;
1419 self.items = self.items - (self.items & IT_SUPERWEAPON);
1420 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1421 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1423 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1425 // don't let them run out
1429 play_countdown(self.superweapons_finished, SND(POWEROFF));
1430 if (time > self.superweapons_finished)
1432 self.items = self.items - (self.items & IT_SUPERWEAPON);
1433 self.weapons &= ~WEPSET_SUPERWEAPONS;
1434 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1435 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1439 else if(self.weapons & WEPSET_SUPERWEAPONS)
1441 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1443 self.items = self.items | IT_SUPERWEAPON;
1444 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1445 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1449 self.superweapons_finished = 0;
1450 self.weapons &= ~WEPSET_SUPERWEAPONS;
1455 self.superweapons_finished = 0;
1459 if(autocvar_g_nodepthtestplayers)
1460 self.effects = self.effects | EF_NODEPTHTEST;
1462 if(autocvar_g_fullbrightplayers)
1463 self.effects = self.effects | EF_FULLBRIGHT;
1465 if (time >= game_starttime)
1466 if (time < self.spawnshieldtime)
1467 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1469 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1472 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1474 if(current > stable)
1476 else if(current > stable - 0.25) // when close enough, "snap"
1479 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1482 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1484 if(current < stable)
1486 else if(current < stable + 0.25) // when close enough, "snap"
1489 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1492 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1494 if(current > rotstable)
1496 if(rotframetime > 0)
1498 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1499 current = max(rotstable, current - rotlinear * rotframetime);
1502 else if(current < regenstable)
1504 if(regenframetime > 0)
1506 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1507 current = min(regenstable, current + regenlinear * regenframetime);
1517 void player_regen ()
1519 float max_mod, regen_mod, rot_mod, limit_mod;
1520 max_mod = regen_mod = rot_mod = limit_mod = 1;
1521 regen_mod_max = max_mod;
1522 regen_mod_regen = regen_mod;
1523 regen_mod_rot = rot_mod;
1524 regen_mod_limit = limit_mod;
1526 regen_health = autocvar_g_balance_health_regen;
1527 regen_health_linear = autocvar_g_balance_health_regenlinear;
1528 regen_health_rot = autocvar_g_balance_health_rot;
1529 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1530 regen_health_stable = autocvar_g_balance_health_regenstable;
1531 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1532 if(!MUTATOR_CALLHOOK(PlayerRegen))
1535 float mina, maxa, limith, limita;
1536 maxa = autocvar_g_balance_armor_rotstable;
1537 mina = autocvar_g_balance_armor_regenstable;
1538 limith = autocvar_g_balance_health_limit;
1539 limita = autocvar_g_balance_armor_limit;
1541 max_mod = regen_mod_max;
1542 regen_mod = regen_mod_regen;
1543 rot_mod = regen_mod_rot;
1544 limit_mod = regen_mod_limit;
1546 regen_health_rotstable = regen_health_rotstable * max_mod;
1547 regen_health_stable = regen_health_stable * max_mod;
1548 limith = limith * limit_mod;
1549 limita = limita * limit_mod;
1551 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1552 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1555 // if player rotted to death... die!
1556 // check this outside above checks, as player may still be able to rot to death
1560 vehicles_exit(VHEF_RELEASE);
1561 if(self.event_damage)
1562 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1565 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1567 float minf, maxf, limitf;
1569 maxf = autocvar_g_balance_fuel_rotstable;
1570 minf = autocvar_g_balance_fuel_regenstable;
1571 limitf = autocvar_g_balance_fuel_limit;
1573 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1577 float zoomstate_set;
1578 void SetZoomState(float z)
1580 if(z != self.zoomstate)
1583 ClientData_Touch(self);
1588 void GetPressedKeys()
1591 MUTATOR_CALLHOOK(GetPressedKeys);
1592 int keys = this.pressedkeys;
1593 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1594 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1595 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1596 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1598 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1599 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1600 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1601 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1602 this.pressedkeys = keys;
1606 ======================
1607 spectate mode routines
1608 ======================
1611 void SpectateCopy(entity this, entity spectatee)
1613 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1614 self.armortype = spectatee.armortype;
1615 self.armorvalue = spectatee.armorvalue;
1616 self.ammo_cells = spectatee.ammo_cells;
1617 self.ammo_plasma = spectatee.ammo_plasma;
1618 self.ammo_shells = spectatee.ammo_shells;
1619 self.ammo_nails = spectatee.ammo_nails;
1620 self.ammo_rockets = spectatee.ammo_rockets;
1621 self.ammo_fuel = spectatee.ammo_fuel;
1622 self.clip_load = spectatee.clip_load;
1623 self.clip_size = spectatee.clip_size;
1624 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1625 self.health = spectatee.health;
1627 self.items = spectatee.items;
1628 self.last_pickup = spectatee.last_pickup;
1629 self.hit_time = spectatee.hit_time;
1630 self.strength_finished = spectatee.strength_finished;
1631 self.invincible_finished = spectatee.invincible_finished;
1632 self.pressedkeys = spectatee.pressedkeys;
1633 self.weapons = spectatee.weapons;
1634 PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
1635 PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
1636 PS(self).m_weapon = PS(spectatee).m_weapon;
1637 self.vortex_charge = spectatee.vortex_charge;
1638 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1639 self.hagar_load = spectatee.hagar_load;
1640 self.arc_heat_percent = spectatee.arc_heat_percent;
1641 self.minelayer_mines = spectatee.minelayer_mines;
1642 self.punchangle = spectatee.punchangle;
1643 self.view_ofs = spectatee.view_ofs;
1644 self.velocity = spectatee.velocity;
1645 self.dmg_take = spectatee.dmg_take;
1646 self.dmg_save = spectatee.dmg_save;
1647 self.dmg_inflictor = spectatee.dmg_inflictor;
1648 self.v_angle = spectatee.v_angle;
1649 self.angles = spectatee.v_angle;
1650 self.frozen = spectatee.frozen;
1651 self.revive_progress = spectatee.revive_progress;
1652 if(!self.BUTTON_USE)
1653 self.fixangle = true;
1654 setorigin(self, spectatee.origin);
1655 setsize(self, spectatee.mins, spectatee.maxs);
1656 SetZoomState(spectatee.zoomstate);
1658 anticheat_spectatecopy(spectatee);
1659 self.hud = spectatee.hud;
1660 if(spectatee.vehicle)
1662 self.fixangle = false;
1663 //self.velocity = spectatee.vehicle.velocity;
1664 self.vehicle_health = spectatee.vehicle_health;
1665 self.vehicle_shield = spectatee.vehicle_shield;
1666 self.vehicle_energy = spectatee.vehicle_energy;
1667 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1668 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1669 self.vehicle_reload1 = spectatee.vehicle_reload1;
1670 self.vehicle_reload2 = spectatee.vehicle_reload2;
1674 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1675 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1676 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1677 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1679 //WriteByte (MSG_ONE, SVC_SETVIEW);
1680 // WriteEntity(MSG_ONE, self);
1681 //makevectors(spectatee.v_angle);
1682 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1686 bool SpectateUpdate()
1691 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1693 SetSpectatee(self, NULL);
1697 SpectateCopy(this, this.enemy);
1704 if(!IS_PLAYER(self.enemy))
1708 WriteByte(MSG_ONE, SVC_SETVIEW);
1709 WriteEntity(MSG_ONE, self.enemy);
1710 self.movetype = MOVETYPE_NONE;
1711 accuracy_resend(self);
1713 if(!SpectateUpdate())
1714 PutObserverInServer();
1719 void SetSpectatee(entity player, entity spectatee)
1721 entity old_spectatee = player.enemy;
1723 player.enemy = spectatee;
1726 // these are required to fix the spectator bug with arc
1727 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1728 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1731 bool Spectate(entity pl)
1733 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1737 SetSpectatee(self, pl);
1738 return SpectateSet();
1743 other = find(self.enemy, classname, "player");
1745 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1746 other = spec_player;
1748 other = find(other, classname, "player");
1750 if(other) { SetSpectatee(self, other); }
1752 return SpectateSet();
1757 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1758 other = findchain(classname, "player");
1759 if (!other) // no player
1762 entity first = other;
1763 // skip players until current spectated player
1765 while(other && other != self.enemy)
1766 other = other.chain;
1768 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1770 case MUT_SPECPREV_FOUND:
1771 other = spec_player;
1773 case MUT_SPECPREV_RETURN:
1774 other = spec_player;
1776 case MUT_SPECPREV_CONTINUE:
1780 other = other.chain;
1787 SetSpectatee(self, other);
1788 return SpectateSet();
1793 ShowRespawnCountdown()
1795 Update a respawn countdown display.
1798 void ShowRespawnCountdown()
1801 if(self.deadflag == DEAD_NO) // just respawned?
1805 number = ceil(self.respawn_time - time);
1808 if(number <= self.respawn_countdown)
1810 self.respawn_countdown = number - 1;
1811 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1812 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1817 void LeaveSpectatorMode()
1821 if(nJoinAllowed(self, self))
1823 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1825 self.classname = STR_PLAYER;
1827 if(autocvar_g_campaign || autocvar_g_balance_teams)
1828 { JoinBestTeam(self, false, true); }
1830 if(autocvar_g_campaign)
1831 { campaign_bots_may_start = 1; }
1833 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1835 PutClientInServer();
1837 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1840 stuffcmd(self, "menu_showteamselect\n");
1844 // Player may not join because g_maxplayers is set
1845 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1850 * Determines whether the player is allowed to join. This depends on cvar
1851 * g_maxplayers, if it isn't used this function always return true, otherwise
1852 * it checks whether the number of currently playing players exceeds g_maxplayers.
1853 * @return int number of free slots for players, 0 if none
1855 bool nJoinAllowed(entity this, entity ignore)
1858 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1859 // so report 0 free slots if restricted
1861 if(autocvar_g_forced_team_otherwise == "spectate")
1863 if(autocvar_g_forced_team_otherwise == "spectator")
1867 if(this.team_forced < 0)
1868 return false; // forced spectators can never join
1870 // TODO simplify this
1871 int totalClients = 0;
1872 int currentlyPlaying = 0;
1873 FOREACH_CLIENT(true, LAMBDA(
1876 if(IS_REAL_CLIENT(it))
1877 if(IS_PLAYER(it) || it.caplayer)
1881 if (!autocvar_g_maxplayers)
1882 return maxclients - totalClients;
1884 if(currentlyPlaying < autocvar_g_maxplayers)
1885 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1891 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1892 * g_maxplayers_spectator_blocktime seconds
1894 void checkSpectatorBlock()
1896 if(IS_SPEC(self) || IS_OBSERVER(self))
1898 if(IS_REAL_CLIENT(self))
1900 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1901 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1907 void PrintWelcomeMessage()
1909 if(self.motd_actived_time == 0)
1911 if (autocvar_g_campaign) {
1912 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1913 self.motd_actived_time = time;
1914 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1917 if (self.BUTTON_INFO) {
1918 self.motd_actived_time = time;
1919 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1923 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1925 if (autocvar_g_campaign) {
1926 if (self.BUTTON_INFO)
1927 self.motd_actived_time = time;
1928 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1929 self.motd_actived_time = 0;
1930 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1933 if (self.BUTTON_INFO)
1934 self.motd_actived_time = time;
1935 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1936 self.motd_actived_time = 0;
1937 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1941 else //if(self.motd_actived_time < 0) // just connected, motd is active
1943 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1944 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1945 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1947 // instanctly hide MOTD
1948 self.motd_actived_time = 0;
1949 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1954 void ObserverThink()
1958 MinigameImpulse(self, self.impulse);
1961 float prefered_movetype;
1962 if (self.flags & FL_JUMPRELEASED) {
1963 if (self.BUTTON_JUMP && !self.version_mismatch) {
1964 self.flags &= ~FL_JUMPRELEASED;
1965 self.flags |= FL_SPAWNING;
1966 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1967 self.flags &= ~FL_JUMPRELEASED;
1968 if(SpectateNext()) {
1969 self.classname = STR_SPECTATOR;
1972 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1973 if (self.movetype != prefered_movetype)
1974 self.movetype = prefered_movetype;
1977 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1978 self.flags |= FL_JUMPRELEASED;
1979 if(self.flags & FL_SPAWNING)
1981 self.flags &= ~FL_SPAWNING;
1982 LeaveSpectatorMode();
1989 void SpectatorThink()
1993 if(MinigameImpulse(self, self.impulse))
1996 if (self.flags & FL_JUMPRELEASED) {
1997 if (self.BUTTON_JUMP && !self.version_mismatch) {
1998 self.flags &= ~FL_JUMPRELEASED;
1999 self.flags |= FL_SPAWNING;
2000 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2001 self.flags &= ~FL_JUMPRELEASED;
2002 if(SpectateNext()) {
2003 self.classname = STR_SPECTATOR;
2005 self.classname = STR_OBSERVER;
2006 PutClientInServer();
2009 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2010 self.flags &= ~FL_JUMPRELEASED;
2011 if(SpectatePrev()) {
2012 self.classname = STR_SPECTATOR;
2014 self.classname = STR_OBSERVER;
2015 PutClientInServer();
2018 } else if (self.BUTTON_ATCK2) {
2019 self.flags &= ~FL_JUMPRELEASED;
2020 self.classname = STR_OBSERVER;
2021 PutClientInServer();
2023 if(!SpectateUpdate())
2024 PutObserverInServer();
2027 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2028 self.flags |= FL_JUMPRELEASED;
2029 if(self.flags & FL_SPAWNING)
2031 self.flags &= ~FL_SPAWNING;
2032 LeaveSpectatorMode();
2036 if(!SpectateUpdate())
2037 PutObserverInServer();
2040 self.flags |= FL_CLIENT | FL_NOTARGET;
2043 void vehicles_enter (entity pl, entity veh);
2046 if (!IS_PLAYER(self))
2053 vehicles_exit(VHEF_NORMAL);
2057 else if(autocvar_g_vehicles_enter)
2060 if(self.deadflag == DEAD_NO)
2063 entity head, closest_target = world;
2064 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2066 while(head) // find the closest acceptable target to enter
2068 if(head.vehicle_flags & VHF_ISVEHICLE)
2069 if(head.deadflag == DEAD_NO)
2070 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2071 if(head.takedamage != DAMAGE_NO)
2075 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2076 { closest_target = head; }
2078 else { closest_target = head; }
2084 if(closest_target) { vehicles_enter(self, closest_target); return; }
2088 // a use key was pressed; call handlers
2089 MUTATOR_CALLHOOK(PlayerUseKey);
2097 Called every frame for each client before the physics are run
2100 .float usekeypressed;
2101 void() nexball_setstatus;
2102 .float last_vehiclecheck;
2104 void PlayerPreThink ()
2106 WarpZone_PlayerPhysics_FixVAngle();
2108 self.stat_game_starttime = game_starttime;
2109 self.stat_round_starttime = round_starttime;
2110 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2111 self.stat_leadlimit = autocvar_leadlimit;
2113 self.weaponsinmap = weaponsInMap;
2117 // physics frames: update anticheat stuff
2118 anticheat_prethink();
2121 if(blockSpectators && frametime)
2122 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2123 checkSpectatorBlock();
2127 // Savage: Check for nameless players
2128 if (isInvisibleString(self.netname)) {
2129 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2130 if(autocvar_sv_eventlog)
2131 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2132 if(self.netname_previous)
2133 strunzone(self.netname_previous);
2134 self.netname_previous = strzone(new_name);
2135 self.netname = self.netname_previous;
2136 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2137 } else if(self.netname_previous != self.netname) {
2138 if(autocvar_sv_eventlog)
2139 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2140 if(self.netname_previous)
2141 strunzone(self.netname_previous);
2142 self.netname_previous = strzone(self.netname);
2146 if(self.version_nagtime)
2147 if(self.cvar_g_xonoticversion)
2148 if(time > self.version_nagtime)
2150 // don't notify git users
2151 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2153 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2155 // notify release users if connecting to git
2156 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2157 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2162 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2165 // give users new version
2166 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2167 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2171 // notify users about old server version
2172 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2173 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2177 self.version_nagtime = 0;
2181 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2183 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2184 self.max_armorvalue = 0;
2187 if(self.frozen == 2)
2189 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2190 self.health = max(1, self.revive_progress * start_health);
2191 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2193 if(self.revive_progress >= 1)
2196 else if(self.frozen == 3)
2198 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2199 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2204 vehicles_exit(VHEF_RELEASE);
2205 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2207 else if ( self.revive_progress <= 0 )
2211 MUTATOR_CALLHOOK(PlayerPreThink);
2213 if(autocvar_g_vehicles_enter)
2214 if(time > self.last_vehiclecheck)
2219 if(self.deadflag == DEAD_NO)
2222 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2223 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2224 if(veh.deadflag == DEAD_NO)
2225 if(veh.takedamage != DAMAGE_NO)
2226 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2227 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2229 if(!veh.team || SAME_TEAM(self, veh))
2230 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2231 else if(autocvar_g_vehicles_steal)
2232 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2234 self.last_vehiclecheck = time + 1;
2237 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2239 if(self.BUTTON_USE && !self.usekeypressed)
2241 self.usekeypressed = self.BUTTON_USE;
2244 if(IS_REAL_CLIENT(self))
2245 PrintWelcomeMessage();
2250 CheckRules_Player();
2252 if (intermission_running)
2254 IntermissionThink (); // otherwise a button could be missed between
2255 return; // the think tics
2258 //don't allow the player to turn around while game is paused!
2259 if(timeout_status == TIMEOUT_ACTIVE) {
2260 // FIXME turn this into CSQC stuff
2261 self.v_angle = self.lastV_angle;
2262 self.angles = self.lastV_angle;
2263 self.fixangle = true;
2271 if (self.deadflag != DEAD_NO)
2273 if(self.personal && g_race_qualifying)
2275 if(time > self.respawn_time)
2277 self.respawn_time = time + 1; // only retry once a second
2278 self.stat_respawn_time = self.respawn_time;
2285 float button_pressed;
2288 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2290 if (self.deadflag == DEAD_DYING)
2292 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2293 self.deadflag = DEAD_RESPAWNING;
2294 else if(!button_pressed)
2295 self.deadflag = DEAD_DEAD;
2297 else if (self.deadflag == DEAD_DEAD)
2300 self.deadflag = DEAD_RESPAWNABLE;
2301 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2302 self.deadflag = DEAD_RESPAWNING;
2304 else if (self.deadflag == DEAD_RESPAWNABLE)
2307 self.deadflag = DEAD_RESPAWNING;
2309 else if (self.deadflag == DEAD_RESPAWNING)
2311 if(time > self.respawn_time)
2313 self.respawn_time = time + 1; // only retry once a second
2314 self.respawn_time_max = self.respawn_time;
2319 ShowRespawnCountdown();
2321 if(self.respawn_flags & RESPAWN_SILENT)
2322 self.stat_respawn_time = 0;
2323 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2324 self.stat_respawn_time = self.respawn_time_max;
2326 self.stat_respawn_time = self.respawn_time;
2329 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2330 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2331 self.stat_respawn_time *= -1;
2336 self.prevorigin = self.origin;
2338 float do_crouch = self.BUTTON_CROUCH;
2346 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2347 // It cannot be predicted by the engine!
2348 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2349 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2357 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2358 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2359 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2366 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2367 if (!trace_startsolid)
2369 self.crouch = false;
2370 self.view_ofs = STAT(PL_VIEW_OFS, self);
2371 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2376 FixPlayermodel(self);
2378 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2381 self.items &= ~self.items_added;
2383 W_WeaponFrame(self);
2385 self.items_added = 0;
2386 if(self.items & ITEM_Jetpack.m_itemid)
2387 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2388 self.items_added |= IT_FUEL;
2390 self.items |= self.items_added;
2395 // WEAPONTODO: Add a weapon request for this
2396 // rot vortex charge to the charge limit
2397 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2398 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2404 secrets_setstatus();
2407 monsters_setstatus();
2409 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2411 //self.angles_y=self.v_angle_y + 90; // temp
2412 } else if(gameover) {
2413 if (intermission_running)
2414 IntermissionThink (); // otherwise a button could be missed between
2416 } else if(IS_OBSERVER(self)) {
2418 } else if(IS_SPEC(self)) {
2422 // WEAPONTODO: Add weapon request for this
2426 || self.BUTTON_ZOOMSCRIPT
2427 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_VORTEX)
2428 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2431 float oldspectatee_status;
2432 oldspectatee_status = self.spectatee_status;
2434 self.spectatee_status = etof(self.enemy);
2435 else if(IS_OBSERVER(self))
2436 self.spectatee_status = etof(self);
2438 self.spectatee_status = 0;
2439 if(self.spectatee_status != oldspectatee_status)
2441 ClientData_Touch(self);
2443 race_InitSpectator();
2446 if(self.teamkill_soundtime)
2447 if(time > self.teamkill_soundtime)
2449 self.teamkill_soundtime = 0;
2451 entity e = self.teamkill_soundsource;
2452 entity oldpusher = e.pusher;
2454 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2455 e.pusher = oldpusher;
2458 if(self.taunt_soundtime)
2459 if(time > self.taunt_soundtime)
2461 self.taunt_soundtime = 0;
2462 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2465 target_voicescript_next(self);
2467 // WEAPONTODO: Move into weaponsystem somehow
2468 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2469 if (PS(self).m_weapon == WEP_Null)
2470 self.clip_load = self.clip_size = 0;
2473 void DrownPlayer(entity this)
2475 if(this.deadflag != DEAD_NO)
2478 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2480 if(this.air_finished < time)
2481 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2482 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2485 else if (this.air_finished < time)
2487 if (this.pain_finished < time)
2489 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2490 this.pain_finished = time + 0.5;
2499 Called every frame for each client after the physics are run
2502 .float idlekick_lasttimeleft;
2503 void PlayerPostThink ()
2505 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2506 if(IS_REAL_CLIENT(self))
2507 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2509 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2511 if(self.idlekick_lasttimeleft)
2513 self.idlekick_lasttimeleft = 0;
2514 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2520 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2521 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2523 if(!self.idlekick_lasttimeleft)
2524 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2528 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2532 else if(timeleft <= 10)
2534 if(timeleft != self.idlekick_lasttimeleft)
2535 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2536 self.idlekick_lasttimeleft = timeleft;
2543 //CheckPlayerJump();
2545 if(IS_PLAYER(self)) {
2547 CheckRules_Player();
2550 ImpulseCommands(self);
2551 if (intermission_running)
2552 return; // intermission or finale
2558 for(i = 0; i < 1000; ++i)
2561 end = self.origin + '0 0 1024' + 512 * randomvec();
2562 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2563 if(trace_fraction < 1)
2564 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2566 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2572 if(self.waypointsprite_attachedforcarrier)
2573 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2577 CSQCMODEL_AUTOUPDATE(self);